• Title/Summary/Keyword: 언플러그드 컴퓨팅

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Programming Language Curriculum for Computational Thinking : Starting with Lightbot hour and Classic maze (컴퓨팅 사고력을 위한 프로그래밍 언어 교육과정 : 라이트봇 게임과 고전 미로 게임으로 시작하기)

  • Jun, Bungwoo;Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.987-994
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    • 2021
  • Computational Thinking is an analytical thinking ability that is necessary for everyone and everywhere. The existing Computational Thinking development education provided in Practical textbooks leads to block-based programming languages from unplugged activities. Many unplugged activities focus on practicing sequential order, which may lack the learning of abstractions or automation concepts. In block-based programming languages, concepts such as coordinate planes, which are not introduced in elementary school curriculum, appear, making students feel burdened by the block-based programming language itself. In this study, a curriculum was designed for elementary student's computational thinking through game-based programming language education. The results and their effectiveness were analyzed through the beaver challenge. As a result of analyzing the pre-test and post-test scores, it was confirmed that students' computational thinking skills improved.

The Influence of Unplugged Computing Learning on the Interest and Satisfaction of Computing Learning : Focusing on North Korean Refugee Adolescents in a South Korean Alternative School (언플러그드 컴퓨팅 학습이 정보 수업의 흥미도와 만족도에 미치는 영향 : 탈북청소년 대안학교 학생을 대상으로)

  • Hwang, Tae-Chul;Kim, Eui-Jeong;Kang, Shin-Cheon;Kim, Chang-Suk;Chung, Jong-In
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.319-322
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    • 2018
  • Unplugged computing, the teaching and learning method, helps you learn the principles and concepts of computer science, and its advantage is that even elementary school students can easily understand it. Most of the North Korean Defector specialized alternative schools in the country have the purpose of having their students pass the qualification exam and be admitted to college. Therefore, the data, or information courses, are comprised of simple typing practices and basic office program handling. The purpose of the present study is to offer a teaching plan for these North Korean refugee adolescents, and we had assessed the courses in terms of its effectivity through a verification process. As a result, during the stage where we analyzed the answers from surveys, that they considered suggested curriculum for these specialized North Korean refugee alternative school was appropriate and have the potential to increase the student's satisfaction and interest.

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Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

A Case Study on Information Education for Pre-Service Teacher using Unplugged Computing (언플러그드 컴퓨팅을 이용한 예비교사의 정보교육 사례 연구)

  • Han, Hee-Seop;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.13 no.1
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    • pp.23-30
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    • 2009
  • In this study, we proposed a pre-service teacher training program that assists efficiently the conceptual comprehension and teaching skill development of computer science education. The program is integrated with Protype Theory and Example Theory based on cognitive psychology. And also the real teaching activities based on Unplugged Learning are provided for conceptual comprehension of computer science education as well as for learning computer science. This program was applied to 31 pre-service teachers for one semester. The results show that this program is very effective for pre-service teacher training of computer science education.

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Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Development of an Educational Tangible Coding Tools for Algorithmic Thinking Focused on Programming Activities (알고리즘적 사고 중심 프로그래밍 활동을 위한 교육용 텐저블 코딩 도구 개발)

  • Shim, Jaekwoun;Kwon, Daiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.11-18
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    • 2019
  • Software education is required from elementary schools to prepare students for the fourth industrial revolution, which aims to improve algorithmic thinking. In general, teaching is divided into two stages: using a flowchart to design algorithms and implementing them through programming. However, converting a flowchart into code and checking the results in an educational programming tool is time consuming and requires additional programming activities. This study proposes a tangible coding tool that enables elementary students to convert algorithms designed at the unplugged activity into educational programming tool codes. This tool was developed in order for students to design algorithms at the level of assembling paper blocks and input them into a programming tool by taking a picture. Sixth graders were participated in this activity to evaluate its usability.

Predicting the Effect of Puzzle-based Computer Science Education Program for Improving Computational Thinking (컴퓨팅 사고력 신장을 위한 퍼즐 기반 컴퓨터과학 교육 프로그램의 효과 예측)

  • Oh, Jeong-Cheol;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.499-511
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    • 2019
  • The preceding study of this study developed puzzle-based computer science education programs to enhance the computational thinking of elementary school students over 1 to 3 times. The preceding study then applied such programs into the field, categorized the effects of education into CT creativity and CT cognitive ability to improve the education programs. Based on the results of these preceding studies, the hierarchical Bayesian inference modeling was performed using age and CT thinking ability as parameters. From the results, this study predicted the effectiveness of puzzle-based computer science education programs in middle and high schools and proposed major improvement areas and directions for puzzle-based computer science education programs that are to be deployed in the future throughout middle and high schools.

The Effect of Elementary Students' Creativity on Play-Centered Computer Science Educational Program (놀이중심의 컴퓨터과학교육프로그램이 초등학생의 창의성에 미치는 영향)

  • Han, Byoungrae;Hwang, San-Duck
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.125-134
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    • 2013
  • In this paper, we want to know the effect of elementary students' creativity thru the play-centered computer science educational program. We extracted educational content from computer science. The students addressed to the problems thru the play and found their own solution. Research result show significant difference in creative attitude of sub-area of creativity. We found that students were actively involved with pleasure in play, the rules of play was actively keep.

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Comparison of Computational Thinking Improvement Based on Teaching Aids and Student's Level in Elementary Software Education (초등학교 소프트웨어교육에서 교구와 학습자 수준에 따른 컴퓨팅사고력 향상도 비교)

  • Lee, YoungJae;Kim, Yungsik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.31-39
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    • 2020
  • As the importance of software education is emphasized, various educations for improve the computational thinking of elementary school students are being provided. However, there are many limitations that apply to the school at preceding studies. because they were invented for specific environment or students. Therefore, in this study, software education was conducted by constructing teaching-learning activities in consideration of the characteristics of students such as teaching aids and level of computational thinking ability, which can influence students based on the contents of textbooks. Through the comparison about computational thinking improvements, this study tried to suggest the direction of effective software education method. As a result, there are differences in computational thinking improvements according to the student's level and used teaching aids. Specifically, visual programming and unplugged type teaching-learning activities were more effective in teaching aids, and according to the level of students, students with low level of computing thinking in pre-inspection showed relatively high improvement. This tendency suggests that it is necessary to consider various learning factors in designing teaching-learning activities in elementary software education.

A Systematic Review of AI Education Research Trends (인공지능교육 연구 추이에 대한 체계적 문헌고찰)

  • Lee, Woo-Il;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.715-718
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    • 2021
  • 본 연구는 최근 10년간 발표된 국내 학술지 및 학위논문을 대상으로 체계적 문헌고찰을 실시하였다. 이를 통해 인공지능교육에 대한 연구 활동 추이를 살펴보고, 향후 연구 방향성을 위한 기초자료를 확보하는 것을 목표로 한다. 연구방법으로는 학술연구정보서비스 데이터베이스를 활용하였고, '인공지능교육', '인공지능교육프로그램', 'AI교육' 등을 키워드로 검색하였다. 최종적으로 선정된 문헌은 51편이었으며 선정된 문헌의 연도별 발표 현황, 연구대상, 연구주제어에 대해 분석하였다. 그 결과 인공지능교육 연구 활동은 2020년부터 많은 연구가 시작되었으며 초등학생을 대상으로 한 연구가 가장 많았고, 키워드로는 인공지능, 인공지능교육, 초등학교, 소프트웨어교육, 언플러그드컴퓨팅 순으로 나타났다. 이를 토대로 향후 중·고등학교에 인공지능 적용 연구를 하고자 한다.

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